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Thread: Death From Above Campaign: An Air and Ground Campaign

  1. #1

    Default Death From Above Campaign: An Air and Ground Campaign

    Inspired by trench busters, I've re-written some of the concepts and adapted for solo play. I'm posting a condensed version here, the full version will hopefully! be available in the Files Section (all the Solo orders for the various missions). But I wanted to get some feedback, and some constructive criticism on the campaign. Some of the formatting may appear odd in this post. The actual file contains tables which serve as the grids, but they don't show up well in here:


    The “Death from Above” Campaign involves a two part campaign – a bloody ground campaign and an air war to support the troops on the ground. Victory is measured by the ground won, but the battles are fought on the ground and in the air.

    The goal is to advance your infantry and push the enemy back out of that Area of Operation (AO). If one side pushes the enemy out of two AOs, that side wins.

    The air campaign will change the war on the ground. Success in the air improves chances of success on the ground.

    1. The Battlefield

    Each move in the campaign will involve 3 steps: Planning, the air battles, the ground battles. Each side will have 2 Fighter Squadrons and 1 Support Squadron of Bombers and Reconnaissance Planes. Each side also has 16 infantry units and 4 special units: 1 Balloon, 1 Artillery Unit, and 2 A deck AAMG Defenses.

    The battlefield is essentially a 4 by 6 grid. Each row is considered an Area of Operation (AO) and is lettered: Alpha, Bravo, Charlie, Delta. The rows are numbered 1-6. Each “cell” is considered one territory (A1, B3, D6). One side's infantry starts on rows 3, the other side's infantry starts on row 4.

    When one side wins a ground battle, that side advances one territory, while the other retreats one territory. When one side cannot retreat, they stand their ground and fight until there are no units left to defend the last territory. If one side captures the other sides last territory, that side wins that AO. That side can redistribute their infantry to other AOs.

    Each side also has an aerodrome for each squadron (3 total) and an HQ for the ground troops. Aerodromes and the HQ can only be placed at the rear of the battlefield and do not move. Place all units at the beginning of the campaign.

    An Example an initial setup of the Battlefield:

    Alpha: A1: Brit Aerodrome A2: Empty A3: 4 Brit Infantry A4: 5 German Infantry A5: Empty A6: German Aerodrome
    Bravo: B1: Brit Aerodrome B2: Empty B3: 4 Brit Infantry B4: 2 German Infantry B5: Empty B6: German Aerodrome
    Charlie: C1: Brit Headquarter C2: Empty C3: 4 Brit Infantry C4: 5 German Infantry C5: Empty C6: German Headquarters
    Delta: D1: Brit Aerodome D2: Empty D3: 4 Brit Infantry D4: 4 German Infantry D5: Empty D6: German Aerodrome

    *Each side can only have a maximum of 5 Infantry units in each territory.
    *Each side can only place 1 special unit in each territory (Artillery, Balloons, and two A-AAMGs).

    Solo Rules
    Refer to the Solo Rules Charts for 6 initial placements of enemy positions. Roll 1d6 to determine which initial placement to use.

    2. The Planning Phase

    During the planning phase each side chooses 1 mission for each of its squadrons (so 3 air missions total).

    Fighter Squadron Missions (Sqd 1 and Sqd 2)
    Offensive Patrol – Up to 2 Scouts flying a patrol over enemy territory. The patrol lasts for 10 turns over 1 enemy territory. While on patrol, fighters can also strafe enemy special units such as Artillery, Balloons, and AAMGs.

    Defensive Patrol – Up to 3 Scouts flying a patrol over two friendly territories. The patrol lasts for 8 turns over each friendly territory.

    Escort Mission – Up to 2 Scouts escort the bomber squadron on their mission over enemy territory. The mission lasts for 10 turns over 1 territory.

    Bomber/Recon Squadron Missions (Sqd 3)
    Bombing Mission – Up to 2 two seater fighter/bombers flying over 1 enemy territory. The mission lasts for 10 turns. The other side places two trench cards, which combined represent one infantry unit, and any other special units in that territory on the map during that mission. The bombers carry two bombs. The bomber drops 1 bomb per bombing run (a stall played over the target OR the bombing rules from Flight of the Giants). Damage to the trench target is determined using 1d6: 1 for 1 point of damage, 2 for 2, 3 for 3, 4 for 4, 5 for 5, 6 for a miss. Each trench has 5 damage points. Bombers can also destroy special units, such as Artillery, Balloons, and any AAMGs.

    Reconnaissance Mission – 1 two seater reconnaissance plane, and possibly one escort flying over 1 enemy territory. The escort is one of the fighter/bombers in the same Squadron. The reconnaissance plane must stay airborne for 10 turns over an enemy territory.

    Each side selects 1 type of mission for each of the three Squadrons and the territory the mission will take place over. Only 4 planes from each side can be in one territory at a time.

    A mission can only be planned if that unit's aerodrome is still in friendly hands. If the enemy ground forces overrun a fighter squadron's aerodrome, or the bomber squadron's aerodrome, no further missions for that unit can be planned.

    Example of a Planning phase:
    British Sqd 1 Flies an Offensive Patrol over German Territory A4.
    British Sqd 2 Flies an Escort Mission
    British Sqd 3 Flies a bombing mission with 2 bombers over German Territory C4.

    German Sqd 1 Flies a Defensive Patrol over German Territory C4 and D4.
    German Sqd 2 Flies an Offensive Patrol over British Territory B3.
    German Sqd 3 Flies a reconnaissance mission over British Territory D3.

    In this scenario, British Fighter Sqd 1 would have the opportunity to strafe ground targets if desired but would meet no German aircraft. British Sqd 2 escorts Sqd 3 on a bombing mission. German Sqd 1 meets British Sqd 2 and 3 over German territory C4 for a battle. Note the Germans only have fuel for 8 turns on a defensive patrol (since they move on to patrol D4 as well) while the british can stay for 10 turns. German Sqd 3 files a reconnaissance aircraft with 1 escort from Sqd 3 for 10 turns over British Territory D3.

    Solo Rules

    Based on the initial 1d6 roll of the enemy placement, roll 1d6 the missions of the Squadrons. Note only roll 1 d6 that counts for both fighter squadron's missions.

    For example a roll of 1 may mean Sqd. 1 is an Offensive Patrol over enemy A territory, and Sqd. 2 is on a Defensive Patrol over friendly A and B territoy.

    The solo rules don't tell you specifically which territory the mission is over. They tell you the AO the mission is to take place in. Fly missions over the closest enemy territory in that AO.

    Following the example above, a roll 1 for Sqd 1 (Offensive Patrol in AO A) could mean over A2 or A6 depending on where the ground war has progressed.

    ***Optional rule***
    If you want to change things up, every 3 campaign turns, roll a 1d6 and select a new set of operation plans to choose missions from. Don't redeploy the ground forces, but you have a new grid to pick air missions from.


    3. The Air Battles

    Once the planning phase is completed, it’s time to start the missions.

    Before you begin the mission, each Squadron should have a simple roster, a space for kills, and a space for missions. Examples are attached at the end. During the course of the campaign planes and pilots may be lost. Keep track of this in the roster. There are chances for reinforcements (see later chapter).

    Each Fighter Squadron has 6 single seat scouts. The bomber/recon squadron has 4 two seater fighter/bomber aircraft (Bristol F.2b, Halberstadt CL.II, etc.) and 2 reconnaissance aircraft. Each side will have a total of 18 aircraft.

    Air combat is fought in standard Wings of Glory fashion. Use whichever rules you prefer on collisions, altitude, explosions, etc.

    Setup the map based on where you are fighting over. Place the no mans land somewhere in the upper or lower 1/3 of the map depending on which side of the trenches you are flying over.

    If flying over enemy territory place up to 2 trenches on the map. These two trenches represent 1 infantry unit. Also place any special units.

    Artillery units consist of two targets/cannons on the map, each one having 8 damage points. If only one artillery is destroyed follow the rules in part 4 regarding partially destroyed infantry units.

    Balloon units consist of the balloon and two B-Decked AAMG cards. If the balloon is destroyed the entire unit is lost – no need to destroy the AAMGs as well. The B-Deck AAMG cards each have 5 damage points.

    The A-AAMG are A decked AAMG cards. Place two cards per territory where the AAMG is stationed. These units have 5 damage a piece. These units do not follow the infantry rules regarding partial damage. They must be fully destroyed to be destroyed.

    If a plane takes more than 10 damage the plane is considered damaged and cannot fly the next mission.

    If a pilot takes a wound card, the pilot is wounded for the next mission and cannot fly the next mission.

    If a plane is shot down over allied territory the plane is lost, however roll a 1d6 for the pilot's status:
    1-2 KIA; 3-4; WIA out 1 Mission; 5-6 Survived

    If a plane is shot down over enemy territory the plane is lost. Roll a 1d6 for the pilot's fate:
    1-2 KIA; 3-4 POW in territory crashed at; 5 WIA out 1 mission; 6 Survived
    If a pilot is a POW and the territory is won by friendly ground troops, the pilot returns to his unit.
    Remember your pilots are more valuable to you than mission successes! Bring them home alive!

    Document (or remember) the outcome of each mission. The outcome of the mission will change the way the ground war is fought!!!

    ***Optional Rules***
    Name your Squadrons! Sqd 1, 2, 3 are just place holders for these instructions – nothing like Jasta 11 flying against No. 48 Bristols!
    Incorporate Pilots who already have ace abilities into each Squadron
    Incorporate ranks and medals (there are models for this already on wingsofwar.com and other campaigns).
    Two different fighter squadrons can mean two different type of aircraft – 1 Squadron with Albatross DVas and one with Fokker Dr.1s.

    Solo Rules

    Use the updated rules provided in the over the trenches campaign.

    Enemy aircraft should retreat if within 3 damage or within 5 if on fire. Play your AI smart; remember they want to bring their pilots home too.


    4. The Ground War

    Two important notes on the ground war. First, it is relatively simple. There are plenty of other rules that could be added here for more creative, dynamic battles. Feel free to expand on these. The goal of the campaign was to develop a simple system that can be played as a solo campaign. Second, the air war is important, but it is not decisive. It will help the ground war, but probably not determine it.

    There are two types of ground units: infantry and special units. Infantry hold territory. A territory is won if the infantry march into it. There is no requirement that the infantry remain in the territory to hold it – only that they initially capture it (this is not like Risk where one infantry must always be in the territory).

    Special units are Artillery, Balloons, and A-AAMGs. These units cannot hold territories and simply move with the infantry. If the last infantry unit in that AO is lost, any special units in that AO are lost as well.

    After the air battles have finished, the ground battles begin. Ground battles are very simple. Each side simply rolls 1d6 for each battle in each AO. The higher number wins the ground battle in that AO. The winner advances his units (infantry along with special units) into the enemy territory for that AO. The loser retreats one territory and loses one infantry unit. Special units retreat along with the remaining infantry; they cannot be lost in the ground war and do not count towards an enemy's holding of a territory. This process continues in each AO.

    If a side is pushed back to its last territories (Row 1 or 6) the infantry units fight each round until there are none remaining. If the attacker is attacking one of these last territories, and wins a battle, the defender removes one of its infantry units, but does not retreat if there are still infantry units in the territory (special units do not count as they cannot hold a territory). If the attacker wins the initial battle, they may attack again in the same turn by each side simply rolling another 1d6 (including any modifiers below again). If the attacker wins the roll, the defender removes another unit. If the defender wins, the attacker removes a unit, but does not retreat. Note this is a special rule only when 1) the defender is in its last territory of the AO and 2) the attacker won the initial battle.

    The outcome of the air battles can modify the ground battles.
    - Successful bombing missions (both trench cards destroyed): 1 infantry unit destroyed
    - Partially successful bombing missions (1 trench card destroyed): pull 1 infantry unit to the side – if the ground battle is lost, and the bombed units must retreat, the infantry unit is lost. If the ground battle is won, and the bombing side units retreat, put the infantry unit back into play with the other units.
    - Successful reconnaissance mission: the side completing the mission rolls two dice and uses the higher one.
    -An artillery unit on the attacker's side adds +1 to the roll; a balloon adds +2 to the roll.

    If all of one side's infantry units in an AO are lost, that side loses that AO, regardless of where the last battle took place.

    Remember, if one side capture's an enemy territory that included an aerodrome, that entire squadron is lost. If one side capture's the other side's HQ, that side can no longer receive reinforcements.

    There cannot be more than 5 infantry in any territory. There can only be 1 special unit in each territory. All units should be “at the front” not being “held in reserve”.

    The first side to capture two complete AO's wins the campaign.

    ***Optional Rule***
    Add a +1 bonus for digging in when the units backs are against the wall.
    If playing this multiplayer, consider adding a planning phase where you determine which units will attack and which will dig in for this turn.
    If playing multiplayer, consider allowing units to attack left to right across AOs, while leaving some of their units in their original AO. (I want to create some solo rules for this, but it was becoming too complicated!)

    Solo Rules
    There isn't a whole lot here for solo rules. The campaign was written with solo rules in mind. Just roll the dice!

    5. Reinforcements

    Reinforcements are available after every 3 campaign turns to both sides, and to one side for every 4 territories captured.

    Every 3 campaign turns, reinforcements consist of 3 infantry units, and 1 aircraft of your choice.

    Every 5 territories captured, reinforcements consist of 2 infantry units, 1 special unit, and 1 aircraft of your choice.

    Reinforcements cannot exceed the unit limits. Unit limits are as follows: 20 infantry units; 2 A-AAMGs; 2 Artillery; 1 Balloon; 6 Scouts per Fighter Squadron; 4 bombers; and 2 reconnaissance planes.

    Solo Rules

    Replace units where they are most needed. For example, if the enemy is focusing on attacking AO's A and B, replace those infantry first.

    AI enemy should replace special units in this oder: Balloons, Artillery, and then A-AAMGs.

    6. Optional Gameplay Rules

    Long Range Bombing Missions
    Every 3 campaign turns each side (or one side, the winner of a 1d6 roll) can fly one long range bombing mission against the other side's Aerodromes or HQ. Fly 2 large bombers, each carrying 4 bombs, however the bomber can drop 2 bombs at a time (thus 2 bombing runs but roll 1d6 twice to determine damage). The Aerodromes and HQ each have 15 damage points. The defending side managed to scramble two scouts from the nearest fighter squadron.

    Flanking Missions
    Every 3 campaign turns, each side can send its farthest advancing infantry unit on a flanking mission. That unit can attack sideways if there are enemy units in the territory next to the attackers. If the attack is successful, the enemy retreats back to the next available territory per usual rules. If the attacks fails, the attacker loses a unit, but does not retreat.

    If the attacking unit is past the enemy (ie there are no enemy units on the flank) the attackers can attack the enemy from behind. So if the attacker is at A2, and the neighboring enemy is at B3, the attackers move over to B2, and then attack the defenders at B3 from the rear. If the attack is successful, the defenders lose 1 unit and fall back to the next available territory – which would now be B1. The attacker unit assigned to AO B would advance to B2.

    The attacker does not move its infantry units into the a different AO permanently. If the attack is successful, the normal unit assigned that AO, advances to the available territory.
    Varied Ground Units
    Some suggestions from different ground unit types:

    Veteran Troops: add +1 to the ground war roll. Units that win 2 battles in a row can become veteran troops.

    Calvary: can attack two territories in one turn

    Rookie Replacements: subtract 1 to the ground war roll, until they win a battle. Once they win they become regular troops.

    Tanks: add +1 to the ground war roll, but can be attacked from the air.

    Dug in troops: add +2 to the the ground war roll. However the if the unit wins, it does not advance territories. This must be chosen prior to the rolls.

    Risk Rules: Roll dice similar to Risk rules. Roll 1 dice for each infantry unit attacking – up to 3 dice for attackers and 2 dice for defenders. Determine who is attacking by whose side of the battle field the battle is taking place. Match up the highest rolls on each side and compare to determine winner.

    The Great War: Expand the Battlefield! Make the each side 5 territories deep, and 8 AO's wide (so a 10X8). Double the ground units. Add one more bomber squadron and one more fighter squadron. Add a reserve fighter squadron consisting of older aircraft. Add another HQ that doubles the reinforcements.





    Campaign AI Orders and Quick Reference Sheet: West Side Attack (Roll 1d6 = 1)

    INTIAL ENEMY DEPLOYMENT
    ALPHA: 5 INFANTRY, BALLOON, AND HQ
    BRAVO: 4 INFANTRY, ARTILLERY, AND SQD3 AERODROME
    CHARLIE: 4 INFANTRY, A-AAMG, AND SQD 1 AERODROME
    DELTA: 3 INFANTRY, A-AAMG, AND SQD 2 AERODROME

    FIGHTER SQUADRON ORDERS
    ROLL 1: SQD 1, DEF PATROL OVER A&B - SQD 2 ESCORT
    ROLL 2: SQD 1, DEF PATROL OVER C&D - SQD 2 ESCORT
    ROLL 3: SQD 1, ESCORT - SQD 2 DEF PATROL OVER A&C
    ROLL 4: SQD 1, ESCORT - SQD 2 DEF PATROL OVER B&D
    ROLL 5: SQD 1, OFF PATROL A - SQD 2 DEF PATROL A&B
    ROLL 6: SQD 1, DEF PATROL C&D - SQD 2 OFF PATROL B


    SUPPORT SQUADRON ORDERS
    ROLL 1: BOMB A
    ROLL 2: BOMB B
    ROLL 3: BOMB C
    ROLL 4: BOMB A
    ROLL 5: RECON A
    ROLL 6: RECON B
    1 2 3 4 5 6
    SQ 3 Bomb A Bomb B Bomb C Bomb A Recon A Recon B

  2. #2

    Default

    The full version with all the charts, rules, and easier to read tables was posted.

    Get it here: http://www.wingsofwar.org/forums/dow...o=file&id=1773

  3. #3

    Default

    This is a very interesting concept Ryan.



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